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Messages - Urist_McUrist

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16
Life Advice / Re: job starts after im scheduled to leave, advice
« on: April 14, 2017, 06:04:47 pm »
And its not even overtime, its just time i have to work im not scheduled for, regular pay

17
Life Advice / Re: job starts after im scheduled to leave, advice
« on: April 14, 2017, 06:04:05 pm »
Correct, im paid by the timeclock not the schedule. But my job schedule ends when the work actually begins. And being over my scheduled time looks bad on my part for labor costs. Its not about not wanting to do the work or making sure im paid, its about not having the books cooked on my shift

18
Life Advice / Re: job starts after im scheduled to leave, advice
« on: April 14, 2017, 05:57:51 pm »
I am not clocking out, just working past scheduled times guaranteed, regardless of business. So i am being paid

19
Life Advice / job starts after im scheduled to leave, advice
« on: April 14, 2017, 03:42:49 pm »
H3llo fellow urists, i want some opinions on something to be sure im not out of line. I work a shift at work from 7-9, however 99% of my duties can not even be started until 9. Because im a hard worker and efficient im usually done by 9:30. But now they are trying to add even moreduties and i know i will never ever leave until 10 at the earliest now. Am i in the wrong to say im either going to be scheduled til 10, or im not going to be doing the extra work?

20
Ugh, i hope theres another way. This fort is like 6 years in so that option has long since sailed, especially noted by the ever growing patchwork of floor tiles in the middle of my attempted field. I'll probably just abandon the surface, screw it. Sometimes the way toady developes makes no sense... Why oh why did he think the way these trees is acceptable, growing faster than my farm plots, impossible to kill saplings, leaves holes in the roof of the level below... Doesnt even make sense

21
A secondary and related subject i just thought about,i just breached my first cavern, 108z levels down, is there any way to keep the floors of dirt layer fort from growing subterranean trees, while allowing the moss to grow? Same as my want for a grassy field i spose.

22
As the title says. I have apparently embarked in the middle of an insanely dense forest, which i like a lot, except the issue of trees filling my inner walls! I absolutely dont want to pave the inside of my walled city, i want grass and plants and maybe a few trees, but mostly clear. Currenly im just chopping them down constantly and making charcoal, but i already have way way too much wood stockpiled, im about to start atom smashing extra wood.

Is there any way to kill saplings? Or anything else i can do to create my grassy field within the forest?

23
DF Dwarf Mode Discussion / Re: How do dwarfs see?
« on: January 17, 2016, 09:16:45 pm »
My headcanon is that dwarves carry a specialized microbiota in their beards, some of which produces a dim light (maybe as strong as a kid's glow-in-the-dark toy), and some of which respires oxygen. As dwarves create their dwellings, the microbiota spread from the beards and grow on the walls, taking care of both light and air.

This makes me desperately want dwarves in sealed suits, they make their own air! Space dwarves, undersea dwarves, biohazard suits!

24
So far ive only had my first caravans liason hang about and tell stories, and a few locals telling stories.

No proper test of having a raised stage yet. However my island empire seems to have hit a small snag, all my first waves for the second fort are all dwarves from the first fort, so now I'm going back to see who is left. If this is an issue i think leaving adventurers on the island will help

25
Can you make a stage for performers in taverns? Like making the dance floor area up a z level? And will listeners and watchers gather at the bottom of the stage like a proper crowd or will they just go up on stage also?

I will likely begin testing my idea into island colonization tonight, establish several fortresses on an island by myself and attempt to generate visitors across fortresses. Im playing each fort until stable food and drink and lodgings are established and a tavern fully set up at least. Perhaps after i do three or four i should try and make and retire an adventurer or two on this island as well.

26
Can i found several small forts on an island, generating a new island population with the hardcoded migrants, and then get travelers and the like that way?

27
Mod Releases / Re: Secure, Contain, Protect. Version 1.0.0 (0.40.15)
« on: November 27, 2014, 04:11:33 pm »
Its the same with my new 40.18 install of Phoebus

28
Mod Releases / Re: Secure, Contain, Protect. Version 1.0.0 (0.40.15)
« on: November 27, 2014, 02:19:29 am »
Nope, just an old xp machine ive got cobbled together. Its like the stock games files should also be text files, but they arnt. I cant open the stock announcement file for example and read or modify it. But I can open the files for the mod and read them, which seems like the way it should work to me.

29
Mod Releases / Re: Secure, Contain, Protect. Version 1.0.0 (0.40.15)
« on: November 26, 2014, 05:22:37 pm »
Heh, maybe it's because im using the pre installed Phoebus pack, but theres no tutorial and the example file is just blank for me.

And now that ive tried to reinstall this mod my problem is the files in the stock folders are all of the file type "file" and the replacements are all text files I can open and read. This results in the game not detecting the replacement files for the mod

30
Mod Releases / Re: Secure, Contain, Protect. Version 1.0.0 (0.40.15)
« on: November 26, 2014, 05:03:10 pm »
Yea the evil weather is stock.

Ive got some spare time on my hands, this should be compatible with 40.18 correct? With the possibility of possibly missing some graphics for SCP creatures? If that is the case, where would I go to learn what it takes to create a tile for them? I have zero experience with modding DF so far, but I'll enjoy learning

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